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When "Roleplaying" rears its ugly head...
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<blockquote data-quote="MoogleEmpMog" data-source="post: 1996050" data-attributes="member: 22882"><p>Disharmony in the group? No. H e double hockey sticks no. If my group isn't experiencing some level of disharmony, I wonder why they're sick and wash my hands more often.</p><p></p><p>The end of the campaign?</p><p></p><p>Sorry, but that ain't how it works.</p><p></p><p><strong>PC</strong> choices never end a campaign; PCs are fictional characters. They can no more end their campaign (which for them would be existential suicide, even if they did exist) than a novel's protagonist can decide to stop advancing the plot because, what the heck, he'd rather the writer not have to put his favorite character through a nasty bit.</p><p></p><p><strong>Players</strong> can end a campaign, generally because they're immature brats who can't tolerate not getting everything they want. Now, your "1337 Roleplayer" may well be such a player; so, too, any player who would object to Mr. 1337 Roleplayer doing something perfectly reasonable, like having his PC favor the NPC his character knew rather than the PC he didn't.</p><p></p><p><strong>GMs</strong> can also end a campaign. Usually, they do so by being petty control freaks with a desperate need to see their players play "the right way." Sometimes "the right way" is core-only never-roll-a-dice roleplay-uber-alles; sometimes it's the inverse.</p><p></p><p></p><p></p><p>No. He must do everything in his power to try to help everyone have a good time. That doesn't necessarily mean keeping the campaign going. If you've got four players and one of them doesn't like the way things are going, that's already 20%, counting yourself. You admit you don't know what a second player will want, or, frankly, what the dead player will want - you could be faced with a 60/40 split in favor of the player who would rather "lump it." And one of the players on that side is one of those on whose behalf you wish to exercise your (misinterpreted) DM's authority.</p><p></p><p></p><p></p><p>Mr. Spock, being logical, discovered that this pithy statement hardly encompasses ethics or logic; Captain Kirk would later demonstrate the (more accurate, since it's more conditional) inverse - "Sometimes, the needs of the few, or the one, outweigh the needs of the many."</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 1996050, member: 22882"] Disharmony in the group? No. H e double hockey sticks no. If my group isn't experiencing some level of disharmony, I wonder why they're sick and wash my hands more often. The end of the campaign? Sorry, but that ain't how it works. [B]PC[/B] choices never end a campaign; PCs are fictional characters. They can no more end their campaign (which for them would be existential suicide, even if they did exist) than a novel's protagonist can decide to stop advancing the plot because, what the heck, he'd rather the writer not have to put his favorite character through a nasty bit. [B]Players[/B] can end a campaign, generally because they're immature brats who can't tolerate not getting everything they want. Now, your "1337 Roleplayer" may well be such a player; so, too, any player who would object to Mr. 1337 Roleplayer doing something perfectly reasonable, like having his PC favor the NPC his character knew rather than the PC he didn't. [B]GMs[/B] can also end a campaign. Usually, they do so by being petty control freaks with a desperate need to see their players play "the right way." Sometimes "the right way" is core-only never-roll-a-dice roleplay-uber-alles; sometimes it's the inverse. No. He must do everything in his power to try to help everyone have a good time. That doesn't necessarily mean keeping the campaign going. If you've got four players and one of them doesn't like the way things are going, that's already 20%, counting yourself. You admit you don't know what a second player will want, or, frankly, what the dead player will want - you could be faced with a 60/40 split in favor of the player who would rather "lump it." And one of the players on that side is one of those on whose behalf you wish to exercise your (misinterpreted) DM's authority. Mr. Spock, being logical, discovered that this pithy statement hardly encompasses ethics or logic; Captain Kirk would later demonstrate the (more accurate, since it's more conditional) inverse - "Sometimes, the needs of the few, or the one, outweigh the needs of the many." [/QUOTE]
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